![]() Then I looked some more at that design, taking a look at possible weapon setups and posing the frame with them. I attempted to solve that by adding more twist joints and a new 2d joint into the mix, then doing tests like crouch poses to see how easy it would be to animate the skeleton. ![]() Your hand simultaneously rolls, twists and yaws in different places. Take a close look at your arm when you outstretch it horizontally, for example - it wouldn't have been possible to do that if your shoulder had a single joint rotating on a single plane. So, with that, I modeled some 1d joints and took some stabs at the modeling of a "skeleton", mostly trying to get the degrees of freedom right first.Īs I quickly discovered, though, you really need a mountain of 1d joints to give your skeleton human-like degree of freedom. We wanted to avoid hidden 3d joints and make all poses mechanically believable.Because it looks cool (duh), and because it simplifies the artwork we have to do: after all, what is easier - to make hatches, animated jaw-like openings, individual cockpit designs for each torso piece, or to just design a single armored capsule with a single interior, and leave a neat cavity for it in every torso piece? We want the pilots to sit in a standardized pod, not directly in the mechs.It shouldn't be a futuristic biomechanical design with tentacles, cloth-covered arms with twice the leg length and so on it shouldn't be a tank with tracks it shouldn't be a MechWarrior-like glass cockpit mounted onto inverted legs. Another thing we want to improve relatability with is proportions and structure - we want vaguely human-like structure for our mechs.In short, we need as many degrees of freedom as possible. They need to work as fluidly moving characters in closeup action scenes. They need to support a wide range of poses - they need to be able to recoil, point at things, run, slide, jump, dodge, crouch and so on. Since it's not a game about infantry, like XCOM, or a first person game, or a game with frequent and elaborate character-driven cutscenes, motion captured animations and so on, we'd like the mechs themselves to be expressive. ![]()
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